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Diffstat (limited to 'Assets/Samples/Input System/1.14.0/Simple Demo/SimpleControls.cs')
-rw-r--r-- | Assets/Samples/Input System/1.14.0/Simple Demo/SimpleControls.cs | 455 |
1 files changed, 455 insertions, 0 deletions
diff --git a/Assets/Samples/Input System/1.14.0/Simple Demo/SimpleControls.cs b/Assets/Samples/Input System/1.14.0/Simple Demo/SimpleControls.cs new file mode 100644 index 0000000..779375d --- /dev/null +++ b/Assets/Samples/Input System/1.14.0/Simple Demo/SimpleControls.cs @@ -0,0 +1,455 @@ +//------------------------------------------------------------------------------ +// <auto-generated> +// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator +// version 1.14.0 +// from Assets/Samples/Input System/1.14.0/Simple Demo/SimpleControls.inputactions +// +// Changes to this file may cause incorrect behavior and will be lost if +// the code is regenerated. +// </auto-generated> +//------------------------------------------------------------------------------ + +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine.InputSystem; +using UnityEngine.InputSystem.Utilities; + +/// <summary> +/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/Samples/Input System/1.14.0/Simple Demo/SimpleControls.inputactions". +/// </summary> +/// <remarks> +/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified. +/// </remarks> +/// <example> +/// <code> +/// using namespace UnityEngine; +/// using UnityEngine.InputSystem; +/// +/// // Example of using an InputActionMap named "Player" from a UnityEngine.MonoBehaviour implementing callback interface. +/// public class Example : MonoBehaviour, MyActions.IPlayerActions +/// { +/// private MyActions_Actions m_Actions; // Source code representation of asset. +/// private MyActions_Actions.PlayerActions m_Player; // Source code representation of action map. +/// +/// void Awake() +/// { +/// m_Actions = new MyActions_Actions(); // Create asset object. +/// m_Player = m_Actions.Player; // Extract action map object. +/// m_Player.AddCallbacks(this); // Register callback interface IPlayerActions. +/// } +/// +/// void OnDestroy() +/// { +/// m_Actions.Dispose(); // Destroy asset object. +/// } +/// +/// void OnEnable() +/// { +/// m_Player.Enable(); // Enable all actions within map. +/// } +/// +/// void OnDisable() +/// { +/// m_Player.Disable(); // Disable all actions within map. +/// } +/// +/// #region Interface implementation of MyActions.IPlayerActions +/// +/// // Invoked when "Move" action is either started, performed or canceled. +/// public void OnMove(InputAction.CallbackContext context) +/// { +/// Debug.Log($"OnMove: {context.ReadValue<Vector2>()}"); +/// } +/// +/// // Invoked when "Attack" action is either started, performed or canceled. +/// public void OnAttack(InputAction.CallbackContext context) +/// { +/// Debug.Log($"OnAttack: {context.ReadValue<float>()}"); +/// } +/// +/// #endregion +/// } +/// </code> +/// </example> +public partial class @SimpleControls: IInputActionCollection2, IDisposable +{ + /// <summary> + /// Provides access to the underlying asset instance. + /// </summary> + public InputActionAsset asset { get; } + + /// <summary> + /// Constructs a new instance. + /// </summary> + public @SimpleControls() + { + asset = InputActionAsset.FromJson(@"{ + ""name"": ""SimpleControls"", + ""maps"": [ + { + ""name"": ""gameplay"", + ""id"": ""265c38f5-dd18-4d34-b198-aec58e1627ff"", + ""actions"": [ + { + ""name"": ""fire"", + ""type"": ""Button"", + ""id"": ""1077f913-a9f9-41b1-acb3-b9ee0adbc744"", + ""expectedControlType"": ""Button"", + ""processors"": """", + ""interactions"": ""Tap,SlowTap"", + ""initialStateCheck"": false + }, + { + ""name"": ""move"", + ""type"": ""Value"", + ""id"": ""50fd2809-3aa3-4a90-988e-1facf6773553"", + ""expectedControlType"": ""Vector2"", + ""processors"": """", + ""interactions"": """", + ""initialStateCheck"": true + }, + { + ""name"": ""look"", + ""type"": ""Value"", + ""id"": ""c60e0974-d140-4597-a40e-9862193067e9"", + ""expectedControlType"": ""Vector2"", + ""processors"": """", + ""interactions"": """", + ""initialStateCheck"": true + } + ], + ""bindings"": [ + { + ""name"": """", + ""id"": ""abb776f3-f329-4f7b-bbf8-b577d13be018"", + ""path"": ""*/{PrimaryAction}"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""fire"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""e1b8c4dd-7b3a-4db6-a93a-0889b59b1afc"", + ""path"": ""<Gamepad>/leftStick"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""move"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": ""Dpad"", + ""id"": ""cefc16fc-557a-44b0-939f-2ad792876b07"", + ""path"": ""Dpad"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""move"", + ""isComposite"": true, + ""isPartOfComposite"": false + }, + { + ""name"": ""up"", + ""id"": ""07244659-79df-461d-b329-defbe2fbc5f6"", + ""path"": ""<Keyboard>/w"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""move"", + ""isComposite"": false, + ""isPartOfComposite"": true + }, + { + ""name"": ""down"", + ""id"": ""f0ec75cb-f02c-40d2-a33f-1fd6eab2ae0b"", + ""path"": ""<Keyboard>/s"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""move"", + ""isComposite"": false, + ""isPartOfComposite"": true + }, + { + ""name"": ""left"", + ""id"": ""21fe6bfe-4721-4483-9f4a-a0031ade105c"", + ""path"": ""<Keyboard>/a"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""move"", + ""isComposite"": false, + ""isPartOfComposite"": true + }, + { + ""name"": ""right"", + ""id"": ""2dd39746-c75c-4a11-838a-e59eacaf4e0b"", + ""path"": ""<Keyboard>/d"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""move"", + ""isComposite"": false, + ""isPartOfComposite"": true + }, + { + ""name"": """", + ""id"": ""c106d6e6-2780-47ff-b318-396171bd54cc"", + ""path"": ""<Gamepad>/rightStick"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""look"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""578caa03-6827-4797-adfc-a59770c437fe"", + ""path"": ""<Pointer>/delta"", + ""interactions"": """", + ""processors"": ""ScaleVector2(x=2,y=2)"", + ""groups"": """", + ""action"": ""look"", + ""isComposite"": false, + ""isPartOfComposite"": false + } + ] + } + ], + ""controlSchemes"": [] +}"); + // gameplay + m_gameplay = asset.FindActionMap("gameplay", throwIfNotFound: true); + m_gameplay_fire = m_gameplay.FindAction("fire", throwIfNotFound: true); + m_gameplay_move = m_gameplay.FindAction("move", throwIfNotFound: true); + m_gameplay_look = m_gameplay.FindAction("look", throwIfNotFound: true); + } + + ~@SimpleControls() + { + UnityEngine.Debug.Assert(!m_gameplay.enabled, "This will cause a leak and performance issues, SimpleControls.gameplay.Disable() has not been called."); + } + + /// <summary> + /// Destroys this asset and all associated <see cref="InputAction"/> instances. + /// </summary> + public void Dispose() + { + UnityEngine.Object.Destroy(asset); + } + + /// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindingMask" /> + public InputBinding? bindingMask + { + get => asset.bindingMask; + set => asset.bindingMask = value; + } + + /// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.devices" /> + public ReadOnlyArray<InputDevice>? devices + { + get => asset.devices; + set => asset.devices = value; + } + + /// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.controlSchemes" /> + public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes; + + /// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Contains(InputAction)" /> + public bool Contains(InputAction action) + { + return asset.Contains(action); + } + + /// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.GetEnumerator()" /> + public IEnumerator<InputAction> GetEnumerator() + { + return asset.GetEnumerator(); + } + + /// <inheritdoc cref="IEnumerable.GetEnumerator()" /> + IEnumerator IEnumerable.GetEnumerator() + { + return GetEnumerator(); + } + + /// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Enable()" /> + public void Enable() + { + asset.Enable(); + } + + /// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Disable()" /> + public void Disable() + { + asset.Disable(); + } + + /// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindings" /> + public IEnumerable<InputBinding> bindings => asset.bindings; + + /// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindAction(string, bool)" /> + public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false) + { + return asset.FindAction(actionNameOrId, throwIfNotFound); + } + + /// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindBinding(InputBinding, out InputAction)" /> + public int FindBinding(InputBinding bindingMask, out InputAction action) + { + return asset.FindBinding(bindingMask, out action); + } + + // gameplay + private readonly InputActionMap m_gameplay; + private List<IGameplayActions> m_GameplayActionsCallbackInterfaces = new List<IGameplayActions>(); + private readonly InputAction m_gameplay_fire; + private readonly InputAction m_gameplay_move; + private readonly InputAction m_gameplay_look; + /// <summary> + /// Provides access to input actions defined in input action map "gameplay". + /// </summary> + public struct GameplayActions + { + private @SimpleControls m_Wrapper; + + /// <summary> + /// Construct a new instance of the input action map wrapper class. + /// </summary> + public GameplayActions(@SimpleControls wrapper) { m_Wrapper = wrapper; } + /// <summary> + /// Provides access to the underlying input action "gameplay/fire". + /// </summary> + public InputAction @fire => m_Wrapper.m_gameplay_fire; + /// <summary> + /// Provides access to the underlying input action "gameplay/move". + /// </summary> + public InputAction @move => m_Wrapper.m_gameplay_move; + /// <summary> + /// Provides access to the underlying input action "gameplay/look". + /// </summary> + public InputAction @look => m_Wrapper.m_gameplay_look; + /// <summary> + /// Provides access to the underlying input action map instance. + /// </summary> + public InputActionMap Get() { return m_Wrapper.m_gameplay; } + /// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Enable()" /> + public void Enable() { Get().Enable(); } + /// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Disable()" /> + public void Disable() { Get().Disable(); } + /// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.enabled" /> + public bool enabled => Get().enabled; + /// <summary> + /// Implicitly converts an <see ref="GameplayActions" /> to an <see ref="InputActionMap" /> instance. + /// </summary> + public static implicit operator InputActionMap(GameplayActions set) { return set.Get(); } + /// <summary> + /// Adds <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map. + /// </summary> + /// <param name="instance">Callback instance.</param> + /// <remarks> + /// If <paramref name="instance" /> is <c>null</c> or <paramref name="instance"/> have already been added this method does nothing. + /// </remarks> + /// <seealso cref="GameplayActions" /> + public void AddCallbacks(IGameplayActions instance) + { + if (instance == null || m_Wrapper.m_GameplayActionsCallbackInterfaces.Contains(instance)) return; + m_Wrapper.m_GameplayActionsCallbackInterfaces.Add(instance); + @fire.started += instance.OnFire; + @fire.performed += instance.OnFire; + @fire.canceled += instance.OnFire; + @move.started += instance.OnMove; + @move.performed += instance.OnMove; + @move.canceled += instance.OnMove; + @look.started += instance.OnLook; + @look.performed += instance.OnLook; + @look.canceled += instance.OnLook; + } + + /// <summary> + /// Removes <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map. + /// </summary> + /// <remarks> + /// Calling this method when <paramref name="instance" /> have not previously been registered has no side-effects. + /// </remarks> + /// <seealso cref="GameplayActions" /> + private void UnregisterCallbacks(IGameplayActions instance) + { + @fire.started -= instance.OnFire; + @fire.performed -= instance.OnFire; + @fire.canceled -= instance.OnFire; + @move.started -= instance.OnMove; + @move.performed -= instance.OnMove; + @move.canceled -= instance.OnMove; + @look.started -= instance.OnLook; + @look.performed -= instance.OnLook; + @look.canceled -= instance.OnLook; + } + + /// <summary> + /// Unregisters <param cref="instance" /> and unregisters all input action callbacks via <see cref="GameplayActions.UnregisterCallbacks(IGameplayActions)" />. + /// </summary> + /// <seealso cref="GameplayActions.UnregisterCallbacks(IGameplayActions)" /> + public void RemoveCallbacks(IGameplayActions instance) + { + if (m_Wrapper.m_GameplayActionsCallbackInterfaces.Remove(instance)) + UnregisterCallbacks(instance); + } + + /// <summary> + /// Replaces all existing callback instances and previously registered input action callbacks associated with them with callbacks provided via <param cref="instance" />. + /// </summary> + /// <remarks> + /// If <paramref name="instance" /> is <c>null</c>, calling this method will only unregister all existing callbacks but not register any new callbacks. + /// </remarks> + /// <seealso cref="GameplayActions.AddCallbacks(IGameplayActions)" /> + /// <seealso cref="GameplayActions.RemoveCallbacks(IGameplayActions)" /> + /// <seealso cref="GameplayActions.UnregisterCallbacks(IGameplayActions)" /> + public void SetCallbacks(IGameplayActions instance) + { + foreach (var item in m_Wrapper.m_GameplayActionsCallbackInterfaces) + UnregisterCallbacks(item); + m_Wrapper.m_GameplayActionsCallbackInterfaces.Clear(); + AddCallbacks(instance); + } + } + /// <summary> + /// Provides a new <see cref="GameplayActions" /> instance referencing this action map. + /// </summary> + public GameplayActions @gameplay => new GameplayActions(this); + /// <summary> + /// Interface to implement callback methods for all input action callbacks associated with input actions defined by "gameplay" which allows adding and removing callbacks. + /// </summary> + /// <seealso cref="GameplayActions.AddCallbacks(IGameplayActions)" /> + /// <seealso cref="GameplayActions.RemoveCallbacks(IGameplayActions)" /> + public interface IGameplayActions + { + /// <summary> + /// Method invoked when associated input action "fire" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />. + /// </summary> + /// <seealso cref="UnityEngine.InputSystem.InputAction.started" /> + /// <seealso cref="UnityEngine.InputSystem.InputAction.performed" /> + /// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" /> + void OnFire(InputAction.CallbackContext context); + /// <summary> + /// Method invoked when associated input action "move" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />. + /// </summary> + /// <seealso cref="UnityEngine.InputSystem.InputAction.started" /> + /// <seealso cref="UnityEngine.InputSystem.InputAction.performed" /> + /// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" /> + void OnMove(InputAction.CallbackContext context); + /// <summary> + /// Method invoked when associated input action "look" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />. + /// </summary> + /// <seealso cref="UnityEngine.InputSystem.InputAction.started" /> + /// <seealso cref="UnityEngine.InputSystem.InputAction.performed" /> + /// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" /> + void OnLook(InputAction.CallbackContext context); + } +} |